Tree of Savior Forum

kTOS General Thread v2.0

Actually,no. Cleric C3 is really useful in TBL because he’s got Fade,Safety Zone and Guardian Saint. Especially Guardian Saint in combination with Heal/Safety Zone is a good thing to have. Put down 2 Heals at the beginning of TBL, give a team member Guardian Saint, run through the Heals when recieving damage in his stead as full CON build, done. 18-21 free hits for survival granted, allowing the team member to run havoc. Or just stand inside a Safety Zone and block all the damage.

Safety Zone with attribute is really important now, because for most Classes there won’t be many options in PVP to negate incoming attacks. So no Cleric C1>PriestC3 is better than a Cleric C2/C3.

Fade is also really good in combination with e.g. Revenged Sevenfold now, you sneak upon the AoE of an enemies attack and buff when he casts his strongest skill -> nuked.

Now what would be interesting is if we might see some Paladin in TBL now. The new Barrier might be quite useful, combined with the recent armor buffs. Smite also got boosted a little with 3 knockdowns per 9 seconds to stagger some pesky guys who dare to approach you, elemental resistance and nullification and of course that awesome Barrier to block all those Swordsmen & reduce the damage of Archers by quite a bit.



The Monk changes seem to be quite a nerf. Double Punch consuming up to 72 SP per use (16 at level 1 and 4 more per skilllevel) without the attribute make you drain your SP pretty quickly[with the C3 attribute, you require 30% less SP, so 50 SP at level 15]. Have fun spamming SP pots now instead of the cheap Stamina pills.

EH WHAT? R7X nerf??

scroll back and read again

HOLY FCKING MACKEREL.
THANK YOU IMC, FINALLY.
THANK YOU

R7X duration reduced on team battle league to 7 seconds. I find the change very fair as a Kabbalist 2 player.

Tools of oppression in pvp is something we do not need in TOS.

That’s not really a nerf. it lasts 7 seconds now, meaning you need to use it actively during battle (which is more clever anyway because simply buffing at the begin of the match makes it too easy to remove without a benefit).

Question is how the attribute works on the skill, though. Maybe it’s fixed 7 seconds, maybe it’s 12 seconds with the attribute.

How is not having r7x up perpetually until you trigger it not a nerf? It is huge, necessary nerf.

A very acceptable nerf.

Actually, yes. safety zone attribute is not that great. If you’re allowed to stay in your safety zone for the duration then your opposition is just low tier. Fade is useless now, it used to be good and guardian saint ins’t great either as matches will be prolonged with the changes and you are taking yourself out of the match by staying away.

Rejoice my people, finally the Swordman class can have an auto attack buIld.

Still worse than Reiters, Quarrels and Chaplain… but at least is a option now.

This is barely a change since Jolly Roger already effectively removed the stamina cost from it before. It’s just not a good skill even with no stamina drain.

Now my question is what the hell is Jolly Roger good for? That garbage missile damage buff at full combo?

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iirc, Fade does not make you invisible to other players.

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“- The character is changed so as not to slip in death .”

Awww no I liked this xDDDDDDD

With lvl 15 arcane scrolls that i use next to my base camp i can have 115 stamina for 90 mins or in cases of bosses i use the easily obtainable red ox from uphill. This is a huge nerf. With my attack speed and 50 sp per punch i will run out of sp in seconds. Double punch isn’t supposed to be our filler. Between this and the big stupid 2hd hammers, this might be it for monk and me.

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You are overestimating and making safety zone look too convenient in TBL, those scenarios sounded more like in PVE ET where you can turtle inside safety zone and monsters can’t do anything. In TBL, you get pushed, pulled away from safty zone or even get your safety zone just destroyed.

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Unless you’re pulled, it’s pretty hard to get you out of Safety Zone with 3 Gazing Golem cards that can trigger knockdown protection at 30% chance when you’re hit.
Also, it’s fine enough if you can avoid some damage by jumping inside the AoE every now and then,you don’t have to stay put after all. Sterea Troph is still the better alternative, especially if you’re a C3 Lycanthrop with knockback&knockdown protection.

I think Keel Hauling needs an overhaul to only apply the pull effect when the skill hits (i.e. the skill won’t work against Sterea Troph and Safety Zone).

There are a lot of other changes I would apply especiually for PVP where e.g. Breaking Wheel stagger-locks opponents in its AOE when hit with attacks by the Inquisitor, physical attacks get interruptable animation frame increases to make them equal with magic skills and every physical attack (be it skill or normal autoattack) uses a preset amount of Stamina (3-5 Stamina) so that people who attack a lot have a harder time to run away or chase an opponent and Stamina pills&management becomes a crucial part of tactical combat.

All in all there needs to be more staggering, e.g. if you try to use Dethrone or Cyclone or Snipe and get hit by an autoattack of an enemy, there’ll be a chance that your skill will fail and go on CD. Same goes for magic casting interruption, so that it becomes more important to move more and not stay close to an enemy to bash him (i.e. an easy countermechanic; balanced with the Staminause on physical attacks it would be a pretty cool battle system actually).

And last but not least, it would be nice if Stun,Bleeding and Confusion became more common in PVP. An easy solution would be giving every base Non-Archer Class a weapon attribute similar to the Clerics Blunt weapon stun attribute, and tweak the base chances to 20% (i.e. Swordsmen have 20% chance to inflict Bleeding with sword/spear autoattacks, Wizards 20% chance on Confusion with rod/staff autoattacks, Clerics 20% chance on Stun with mace autoattacks). so that players use autoattacks more commonly to cripple and stagger their opponents rather than just going skillspamming.

Hmm, 70% out sz, 30% stay sz, that’s hard indeed.

Not true, Keel Haul works inside Sterea Troph and Safety Zone. I’ve been doing it against druids/turtle clerics when I was still a Catalancer

SZ or ST both can be detonated, siege burst, captured, reversi’d. So in TBL environment, I doubt its as ez to pull of suvivalability as you mentioned unless ofc there is no such player in opponent.

Hook and keel hauling are great as it is now.

But i still think Block needs a nerf or recalculation. Currently every physical DPS will suffer vs a full con, block specialised build.

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Nice r7x nerfs, but now we need to address the lv10 ein sof. The lv10 ein sof has 50s duration and 60s cooldown means only 10s downtime. This is to mention the full con clerics are truly benefited from this skill and I think with damage nerf in tbl (30%) will just make the full con clerics unkillable and with this skill downtime, it would be just broken. IMC should make it fixed duration and nerf the cooldown like they did on healing factor. Which has fixed duration of 27s and cooldown tweaked to 80s.

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Gz. golem card need to be nerf because it proc too easy

30% was too much it better than lv10 pain barrier (because it have no cd and proc easily)

but why no one talk about dullahan ? it 30% resurrection and no cd too.

PS. SZ can protect from KB skills not KD skills , so if they got 3 golem and not proc it yet. Sz isn’t much problem for KD class.

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lmao, good thing you put it into spotlight.

it was nerfed.
only give 50% effect in TBL